Tech Explorer
Pick any unit or building. The simulator runs a full economy (minerals, gas, supply, workers, Pylon power) and reports the realistic earliest time, plus the theoretical-minimum tech-tree time for comparison.
Pick from grid
How the simulator runs your build
Each step is assigned a producer pool — the structure that ties up its slot:
- Workers (SCV / Probe / Drone) → CC / Nexus / Hatchery pool.
- Combat units → their producing structure (Marine → Barracks pool).
- Addons, upgrades, morphs (Tech Lab, Stim, Orbital Command…) → host structure pool.
- Worker-built buildings (Depot, Pylon, Barracks, Refinery…) → no pool.
List order is enforced two ways:
- Within a pool: steps fire in the exact order you listed them. Listing Marine, Tech Lab, Marine guarantees the Tech Lab fires between the two Marines on that Barracks.
- Worker-built buildings: each one waits for the immediately preceding step. Move a Depot up the list to fire it earlier; move it down to fire it later.
- Cross-pool: independent. Marines from Barracks fire in parallel with SCVs from CCs — different hotkeys, different queues.
At every iteration the simulator picks the candidate that can fire earliest in real time (chronological order), respecting tech / supply / producer-slot / resource constraints. If the build deadlocks (e.g. a Marine listed before its Barracks), it falls back to the earliest fireable step out of order so the build keeps progressing — you'll see a warning when this happens.
Reading the output
- Build list shows each step's start time, bank state, and any
⏳ Delayedbadge explaining why it didn't fire sooner (resources / supply / producer / tech). - Insights panel highlights floating minerals/gas (income outpacing spend) and idle producers (a Barracks sat unused while you had minerals — usually means you should list more units in that window).
- Idle producers Gantt shows each producer lane's busy/idle split. Aim for <10% idle on Barracks/Factory/Starport once they're up.
Tips for getting the timing you want
- If a Depot fires too early, drag it lower in the list. If it fires too late and you're getting supply-blocked, drag it up.
- If a producer is idle, list more same-pool units in that window. The simulator won't invent units to fill gaps — only what you list runs.
- If a unit fires "before" its tech in your list, the simulator auto-corrects (the tech building runs first) but you'll see a warning. Reorder for clarity.
- Adding an SCV before a key building costs 50m and can delay the building. The bank shown at click time tells you exactly what's available.
What's not modeled
Worker travel time, Pylon power radius, and Creep spread. Faster ladder speed (×1.4) is applied to all build times. Chrono Boost, Warp Gate, and Queen injects are modeled — toggle them per step or add the relevant action.
Build Order
0 stepsResult
Scout Translator
Enter what you scouted. The tool overrides the natural timeline with your observations and computes the earliest each downstream threat can arrive.
Pick observation from grid
Window Lookup
Pick a race and a time. Lists everything that race could have by that time (from a fresh start, optimal play). Useful for "if I push at T:TT, what defends me?"
Reference Tables
Raw values backing every calculation. Edit data.js to update for new patches — the calculators read from it directly.